具体见& ^! P- W. I% K$ ^
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http://www.matrixgames.com/forums/tm.asp?m=3185062. f' E6 {+ M# _' a$ F
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已经共享到岛群QQ和本论坛置顶资源帖& {# D- @: `) x d* Q" R) ?
% p A0 f+ A- J8 E) _6 K* J大量更新,详见列表:
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Change History:7 m$ W0 k" F2 C4 Y/ h# b2 t
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)3 ^/ a7 l2 ^- w- q5 H
1. Seventh Update – This release is a comprehensive release updating all previous( {, J! K. ?$ u
versions to v1.01.17 beta
' I7 S9 V! b/ t2. Code Changes5 b# d0 x! E4 P" Q7 r
Fixed
: ?. U- r4 A" b4 x' I1. Display of AF/Port icon between player saves based on player's intel
4 W0 J/ N: z. N" ^! Q+ i, L2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
' U) h. Y; O. D1 E3 O7 m$ l. h- Qweapon list updated
; N U: E; c2 h' {: J$ ?3. Reported cargo/troop safety values incorrect when no cargo/troop space
1 N5 Y+ d) a2 u# Y) J/ v! C4. Allow smaller 'reserve' space for small groups on ships
% M: W) ?; v [8 Q( P8 A5. Preserve some more data when swapping fragment and parent to prevent lost of parent
% [2 I- J4 j' f9 Q% _6. Correct attacking plane count before final post-air combat
* P$ }/ a. a& R7. Pilot promotion may have occured in error sometimes
* E2 v1 U/ G0 _% n) \8. Raid detect message sometimes dropped of the combat report
) L0 S0 m, _3 _9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply* H2 c% s1 d, y0 i6 {
generally
K$ v) M0 t; \+ z$ J, ^10. Some pilot-leader connections were being corrupted
" F0 h4 A9 A! Y1 j- |: I7 L$ j11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- _, }6 K5 z* M# q5 \+ L) m
other move issues due to the incorrect indicator. H. {( `: L7 \3 N( ]
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
$ p9 k+ C3 D1 k I _2 q! ^damage+ T4 ?( m/ J8 @" {, Z Y
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool4 C/ a, l# [. X2 n1 l
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
# ~$ r' U% d! b$ X4 t# Cdate sort$ H9 ~. m6 {' E. m' S% F' C8 w1 s
15. ASW groups not allowed to attack sometimes$ r1 a3 r% @* d: K! R8 {
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing) v% G. k+ X* i7 y" o5 X/ U
HQ/LCU to jump to reinforcement queue' c" e" y3 U7 b9 U; I
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
* P3 L; |4 Q' }7 p' S4 X6 U18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
6 X$ k @ M: ]9 |at start of AE but crept back in sometime during updates2 W+ ^$ [: W1 U0 b0 Y5 Y
19. Removed the fragment/parent swap during a TF unload as it could often orphan the. ^" h! |% k& j. x# b
fragment.
; B1 y! x9 v/ h" ?, ?6 s3 Y20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade$ U8 d% t" h" a. {
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not. f9 s. j* A& @& s0 A- d: ?0 S: n6 v
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
* p8 `, K2 K( b( Mset( [, ]; M1 S3 D! W2 b) H
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base) R& q$ o2 r* S' e2 T; M
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays6 z9 @/ a8 |1 m! u" I
24. Bug caused F/FB to sometimes bomb at low altitude; i3 _2 S4 I( i( X3 R; ]3 V
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
9 v0 o- G* f* f3 X" coccurring properly.+ u$ `" \2 P: F/ I$ T
26. Bug in Industry 'failed' indication not showing properly sometimes
0 S7 j) @+ [+ s1 j! u+ ^27. Location check at scenario load to include small map sceanrios1 r. ]5 B9 T" m6 a) y( o I
28. Bug in air supply to fragments in a non-friendly base hex; i% U s% N- k) `1 f
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
* l2 j( V8 \4 ~- I* fbeing set to homebase before execution of the mission – ie was returning to base" T, a) I: K! [1 T& ^" _7 P. Q
immediately' a) N& C5 x# t d
30. Error in Strategic map display
3 _1 Q% Q3 X* }$ l' v' K: x" U3 v31. Additional and stockpile options were not turned off when base was captured& \ E+ D5 d+ Y' B4 w0 t- Y4 G1 q
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
9 x, x6 d5 @& p- O2 lmouse over
4 r5 O" N2 A. I: G33. Army experience being gained when not 100% prepared as per manual; changed to allow
/ a) E Y- l' S- [" cchance to gain experience if >75% prepare and < 50% national exp level/ Z/ L4 n* w- ^9 V. h' L2 E
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
! [" G4 W2 R* x$ A/ yalleviate the incorrect experience gaining happening while in reinforcement queue
4 ^! g9 f! W2 v35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 l _7 u0 C' X3 |9 Scaused unit to jump “off-rail” and move overland3 _! y3 k4 G' ^1 _" Z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ/ c" E: c2 O3 a7 w$ F* l
37. Excessive accident messages on unload from TF reported' a3 q# M% s0 F. {$ t( c. h' G* a m
38. Reworked editor sub-unit merging as some devices could drop off the unit list when
- `4 ^, m" A7 k; I! fmerged causing smaller size unit than expected
5 U/ Q$ p+ v- V3 d' I# V39. Corrected possible TOE error in scenario data load for inactive units! G( ~. b7 l) T
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
6 q; y c7 n8 U$ c! m) d0 |however be allowed to do this.
& P: o2 r0 b6 Y8 o41. Possible CTD if sinking ship's load was a group
+ r! K2 {, }1 V5 W3 F: J0 c/ C42. Limit the number of devices built from resources per unit during LCU replacements; this; k+ U7 ?: h1 V( Y; C3 p6 w- @
was causing an over production for that turn+ R7 h( t r9 J1 s
43. Retain day/night setting when creating group fragments
. O; f# A$ n R9 w$ c8 h5 J: a1 T44. Adjusted supply and fuel values in base list not to overrun the space) K6 a, b- P/ ]6 ]# k7 b
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but+ B0 B( \) }8 {1 I) P: o
added YMS to Sweep TF in line with manual and code9 S+ Y% k( C& ?: I! O# t5 M; W
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
/ O% Q6 F; `- ]/ f+ crule relates to the abundance of manpower and is not covered by replacement pool. Normal
* X+ ]$ e6 W* |( r$ Yrebuilding of destroyed units is not affected by this.
6 e( J9 ?6 b, J3 F47. Carrier capable and trained text not showing together on Group screen/ ~( f: ^* K& M8 E7 [! F
48. Handle any blank re-name changes by ignoring them
6 a% W: Q2 d- _ `: D q/ K O49. Possible CTD when air fragments combine& f' F- |9 j7 P; R" `' {
50. Unloading TF can freeze a LCU onto a ship under some conditions
8 O+ w; B! B- v* _0 z, U51. AI not behaving if main HQs missing (affects small map mainly); q% e- ^7 N6 R, G
52. AI using AGC for normal land units – removed from TF if not needed+ j/ Y5 d# \+ b% G- X& C. o( j6 H, o
53. Soviet activation message not in Ops report: K# \+ Z2 ]: ^1 ?
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
; i5 W4 f4 ?+ V; V8 X1 d+ r55. Clear Soviet air balance if not activated. Possible incorrect base switching
8 R y' i3 w2 K% x* |( G8 v$ y56. Sub attack against docked TF not happening for port size <3* `' d) [. j& C, p
57. Unit type changing unexpectantly
. Y7 t$ S w$ u. P5 Q58. Torpedo replacement on plane sometimes is missed+ X1 u" D4 Z8 d% r# F
59. Double handling of overstacked supply requirements2 u9 t' b* y; m1 [4 e$ P# j
60. Fixed alternate weapons for port attacks0 \/ G) v$ n& ^% f( p }2 n* W
61. Corrected weapon system damage to show after combat on ships in port rather than wait till5 V4 @2 _0 B' R+ X, g/ J
sometimer in the ship repair cycle.* o4 y# y1 v3 A/ o! `& v7 D
62. Ship tonnage over 32K could cause repairs to fail" |8 x4 n, Z2 W. J" h' D
New
* F8 T, W6 d4 M9 X" ^, e+ j! J1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the+ y& e9 Z6 u! I& U) T. F. \
port' ~1 E5 V/ H# [* A( F
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 J' w7 c* n7 \; ~* Z, o
Tenders not counted- k0 e& E9 ^* r6 `: b d: b: P y8 @
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base( q: [$ k7 ?) O' M: Y. O
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method7 o9 H7 a% \" a
to remove damaged ships from TF! h! X0 X# |. I4 ] T" P$ l
5. New filter for “non-building” devices in Industry pool screen
: ? D, Q' U: O0 }3 [" E' {: b6. New filter for “non-building” aircraft in Air Replacement pool screen
) U y" F' g9 w% e7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
- m N8 ~* d7 T0 ymines (^) detected
# x( X& ^: j. T4 \3 M7 a8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the" i) Z" d4 k) w6 u. e: K5 t7 G3 v: C: A
‘button6..’ image files, then these will be shown. If not, by default there are shown as% x( m' e& e1 y
standard parachute unit icons4 }) M I( r- V
9. Air/port damage and building is shown in base mouse over: x1 s1 C% }# ?
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
# T* r ?4 r8 U6 W, o R1 J* u2 _11. TF can be routed to stay within coastal hexes as much as possible3 i! {( a* P3 S
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
2 _/ F. q0 x% [& O7 s13. Added option on group and LCU reinforcement screen to turn off replacements
, L1 H" a3 B, S$ Z$ ?14. Current base can get supply returned to it when reserve planes returned which were. {$ b* ?7 l- Z0 D% j3 ] o
originally supplied from another base1 {/ t7 ]2 S3 p, D3 M
15. Unit type filter on Troop Loading screen# `6 s/ @1 {$ I
16. Report killed ground units if not in combat report5 \0 }' e; {* [+ P$ H/ ] }1 d
Changed( l/ F8 Y! k1 e6 z) n! B
1. AF of 8+ have AV support doubled for purposes of determing support for air operations/ `2 ?: t% h0 z. W% s! {0 w+ y
(complements fix 18 above)/ ^, M" G. L; c4 C! ?; j. u6 [
2. Permanently increased pilot array to 70K) a& O6 T+ N3 p2 V# l
3. Increased number of air combat rounds are a factor of total aircraft involved
3 {7 F% ]8 K3 z1 |- U& c4. Allowed submap to submap movement if land connected for land units. Should have been6 u2 [+ a( P) Q* B1 y
so as per Andrew Brown0 l/ z( p3 C- ^0 w/ q- C
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# D1 R d: }+ M2 J1 cdelay toggle instead
4 E/ Q9 H$ \( q3 b6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
9 Y7 a- i/ u5 C$ r! d4 A+ |) E- Kmaintenace a bit more- ?+ T: B3 s0 L) D1 K% l: @! y
7. Support device replacements won't decrease the overall experience of LCU units. This does
( U) S! ?7 X8 k. ]not alter the overall EXP change due when any replacements are received.
; I2 H4 h$ u3 j) Z' ~' p( y, B/ g8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
' E0 I4 c* {8 W7 ^) U, Wbetween the two but could break current games.
6 h0 L# S0 o/ d* u8 r9. Some LCU Prep points may be retained if unit is experienced
! h4 `- |7 ?( c$ U3 ~Notes
$ z$ c8 s' A8 ]" a. r7 P0 T1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
+ x* h* Z4 |+ l+ ^! M; w, m& \: Bshould not change player or HQ, even if not in play. These original HQs are used by the AI; f+ T: G, i# @: `4 }, D- o; y
routines so changing or deleting them can put the AI off. Changing other elements should
d' \, A3 |, g1 _) R) K; ^be okay.$ |! L# a" A/ y9 H4 x/ J& ^
2. Clarification to weapon filters for aircraft:
0 N$ |1 s) n1 KPM_NAVAL_ATTACK 2 // used for naval attacks6 p% [5 U, \/ X: ?7 R7 J
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
+ {: {9 {. e, m5 bPM_LAND_ATTACK 8 // used for land (ground) attack
; y0 O3 J! K, n/ EPM_PORT_ATTACK 16 // used for port attack
) _# G1 p/ U, sPM_AF_ATTACK 32 // used for AF attack. g. Q( |- a# {
Dropped any reference to secondary values for land and AF as they served no special use.
8 a4 @: U0 x1 N9 hClarification changes
$ E* ^# f# k/ H5 d1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
n1 m& q8 C+ [bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
4 s1 o! t- n n, n4 W1 ?. jMONGOLIA(91) or TANNU_TUVA(92). y3 A P( p& |1 I$ y- ~6 ^/ ~
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
& z$ `) t+ m( o% `) M0 B: Sb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes/ B6 f3 s: O, P4 x( G+ u# U6 c0 h
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
3 `# U" p$ N8 [, D7 |after Soviets are activated, but can’t move
w3 g, C; r( G( C8 N# kd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
1 Z2 Z6 ]* H) ? c5 Idisbanded in port.) M# _& s0 f# u7 m0 ^' Q$ F
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
' j, y2 ^) v/ \7 gf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |